Follow along for free as we create a first person kukri knife in 3Ds Max & Substance Painter 2. Reach Substance Painter expert level as we create 10 more texture versions in the paid extended edition. Turn your passion into a profession and start creating game art today!

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Buy Blade Tutorial: 3Ds Max 2017 & Substance Painter 2

Series Content

Blade Modeling

Blade Texturing

Blade Texturing Extended

1. Blade Modeling 1

Chapter

20 minutes

Let's get started by taking a look at some of the 3Ds Max 2017 settings: you can also follow in 2016 & 2015 versions. After that we open up the essential folder and set up our reference image as well as defining the right size for our knife. We continue to work on our blade.

After adding more refinements to our handle we copy our low poly model and start working on the high poly version. We look at the difference between chamfer modifier and the OpenSubdiv modifier which we use in this tutorial. You can also use the chamfer modifier instead if you prefer that.

Substance Painter 2 is already eagerly awaiting our low and high poly model in order to bake our base maps. Once this is done we have a quick look at what's new in S.P.2. We continue to setup our folder and mask base and start texturing the blade as well as defining the right kind of metal look for

After our last pass of polishing we take a look at Substance Painter's post process effects and open up the new IRAY renderer in which we save out a beauty render of our kukri knife. The free tutorial ends with an outlook towards the Extended Edition.

The Extended Edition starts by making use of our base version that we just created. We copy it and see what we want to keep and what to throw out. We continue to create a Damascus steel version with a procedural texture as well as a tiger striped camouflage version.

2. Blade Texturing Extended 2

Chapter

20 minutes

We finish the tiger striped version and continue by bringing in a skull image to Substance Painter 2. We then adjust this image till we reach the right kind of look we want. After that we continue to replicate the famous Rambo knife with some masking work to do for it.

3. Blade Texturing Extended 3

Chapter

20 minutes

We finish Rambo's knife and continue by creating a fade texture with the help of the MG 3D generator. After that we make use of another procedural texture that lets us create a digital camouflage effect. Both go fast and we continue to work on a hello kitty inspired version of our Kukri knife.

4. Blade Texturing Extended 4

Chapter

20 minutes

We say good bye to hello kitty and continue to add an emissive channel to our stack. That enables us to replicate the look of a knife that has just been forged or laid in the fire for many hours. After that we boot up Photoshop and start working on an engraved version of our knife.

5. Blade Texturing Extended 5

Chapter

20 minutes

Back to Substance Painter we make use of the mask we created in Photoshop and start defining the kind of engraved look we want. Let's keep it elegant looking as we also add a white handle with some gold in it. After that we start on our last texture which is sci fi movie inspired.

6. Blade Texturing Extended 6

Chapter

11 minutes

Once we are done with the sci fi looking version we continue to address a few last fixes or polish pass as you could also call it. At the end we take a look at how to create more extra grip detail to some of our handle segments.

init_data: 0.0394, render: 0.03

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About This Series

Create a first person kukri knife

Follow along for free in this compact ~3 hour long tutorial as we model and texture a game ready first person kukri knife. Every step is documented without any fast forwarding. At the end of the free part you have the option to learn even more with the extended edition in which we go over 10 more triple A quality PBR textures.

The modeling part covers the scene setup followed by the low and high-poly modeling in which we make use of advanced actions, modifiers and tools to help us create our kukri. After the modeling process we will jump straight into the UVW Editor and focus on the importance of an optimized UV-Layout to get the maximum out of our texture.

In the Substance Painter 2 part we will then bake our normal map as well as other important support maps. Right after that you will learn how to create an ultra realistic texture for our kukri. Learn how to create our base layer materials and how to use procedural textures, masks and generators to form up the wear and tear on our kukri resulting in a photo realistic appearance.

What are the requirements?

It is recommended to follow the course with the same software we use throughout the tutorial: 3Ds Max 2017 (can be 2016 and 2015 too) and Substance Painter 2.

Who is the target audience?

This tutorial is aimed at beginners as well as intermediate. I try to avoid heavy use of shortcuts as much as I can during the lesson so that you can see which actions I use.

What do I get from this course?

Nearly 3 hours of free fully documented and commented content.

Knowledge in modeling, unwrapping and texturing.

Essential reference images.

Final high-poly and low-poly kukri for those that just want to follow the texturing part.

Instructor Biography

Hi! I'm Tim - Senior 3D Artist at Ubisoft Toronto.I'm originally from Germany where I started my 3D Artist career at Crytek. I worked on titles such as Far Cry 4, Splinter Cell Blacklist and the Crysis series as well as other non disclosed titles. In my spare time I enjoy creating tutorials in which I share all my tips and tricks which I gathered over the years. Let me help you avoiding mistakes and equipping you with powerful techniques and knowledge in game ready 3D art creation. See you in the tutorial! Cheers, Tim